unBrix Alpha in Android Marketplace!!

My first Android app is in the market place! Built with Adobe AIR, unBrix Alpha is a quick take on the classic breakout style game. This is more of a “lite” game at this point (hence the “Alpha” suffix), but it is already more complete than many of the other Arkanoid clones in iOS App Store. There also seems to be some last minute performance problems on the Android version. :-/ I guess that’s what I get for only testing on an iPhone for most of the development. I’ll have fixes to that soon. I’m pretty sure it’s related to the scaleMode I set in Flash – the problem is if I set that the faster mode – NO_SCALE – it’s way too small on most Android devices. I’ll probably need to add some manual sizing based on measurement. Of course non of this was needed on the iPhone version.

Download unBrix Alpha and let me know what you think! I’d provide a link, but I don’t know how.

Update: I Nerfed the framerate a bit to get it to run a little smoother. I think the problem will be solved better by setting NO_SCALE, but I’ll have to do that another time (probably when I get to iPad port!). I also fixed the red line, and the icon too (I don’t know that didn’t show up last time). There is a report of the paddle jumping to one side when some users remove their finger from the screen. I haven’t been able to reproduce, but please let me know if this happens to you! Here is a link to unBrix Alpha on appbrain (it isn’t showing the update yet).

Update 2: I switched to CPU rendering, because it seems as though GPU rendering is just slower on Android devices than CPU rendering – at least in this kind of game. Anyway, this solved a lot of problems, including missing text and missing affects. I also had to set a fullScreenRect to match the original intended size of the game (iPhone 3Gs size). Doing these two things cleaned up most of the performance issues and graphics glitches. I’ll work on getting the remainder of the basics in place, like proper shutdowns – so this doesn’t run in the background like it does now (didn’t have to worry about that for iOS!).